godot/scene/3d/navigation_obstacle.cpp
Andrea Catania e6be3f68da - Integrated NavigationServer and Navigation2DServer.
- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.

This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00

164 lines
6.0 KiB
C++

/*************************************************************************/
/* navigation_obstacle.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/*************************************************************************/
#include "navigation_obstacle.h"
#include "scene/3d/collision_shape.h"
#include "scene/3d/navigation.h"
#include "scene/3d/physics_body.h"
#include "servers/navigation_server.h"
void NavigationObstacle::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_navigation", "navigation"), &NavigationObstacle::set_navigation_node);
ClassDB::bind_method(D_METHOD("get_navigation"), &NavigationObstacle::get_navigation_node);
}
void NavigationObstacle::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_READY: {
update_agent_shape();
// Search the navigation node and set it
{
Navigation *nav = NULL;
Node *p = get_parent();
while (p != NULL) {
nav = Object::cast_to<Navigation>(p);
if (nav != NULL)
p = NULL;
else
p = p->get_parent();
}
set_navigation(nav);
}
set_physics_process_internal(true);
} break;
case NOTIFICATION_EXIT_TREE: {
set_navigation(NULL);
set_physics_process_internal(false);
} break;
case NOTIFICATION_INTERNAL_PHYSICS_PROCESS: {
Spatial *spatial = Object::cast_to<Spatial>(get_parent());
if (spatial) {
NavigationServer::get_singleton()->agent_set_position(agent, spatial->get_global_transform().origin);
}
PhysicsBody *rigid = Object::cast_to<PhysicsBody>(get_parent());
if (rigid) {
Vector3 v = rigid->get_linear_velocity();
NavigationServer::get_singleton()->agent_set_velocity(agent, v);
NavigationServer::get_singleton()->agent_set_target_velocity(agent, v);
}
} break;
}
}
NavigationObstacle::NavigationObstacle() :
navigation(NULL),
agent(RID()) {
agent = NavigationServer::get_singleton()->agent_create();
}
NavigationObstacle::~NavigationObstacle() {
NavigationServer::get_singleton()->free(agent);
agent = RID(); // Pointless
}
void NavigationObstacle::set_navigation(Navigation *p_nav) {
if (navigation == p_nav)
return; // Pointless
navigation = p_nav;
NavigationServer::get_singleton()->agent_set_map(agent, navigation == NULL ? RID() : navigation->get_rid());
}
void NavigationObstacle::set_navigation_node(Node *p_nav) {
Navigation *nav = Object::cast_to<Navigation>(p_nav);
ERR_FAIL_COND(nav == NULL);
set_navigation(nav);
}
Node *NavigationObstacle::get_navigation_node() const {
return Object::cast_to<Node>(navigation);
}
String NavigationObstacle::get_configuration_warning() const {
if (!Object::cast_to<Spatial>(get_parent())) {
return TTR("The NavigationObstacle only serves to provide collision avoidance to a spatial object.");
}
return String();
}
void NavigationObstacle::update_agent_shape() {
Node *node = get_parent();
// Estimate the radius of this physics body
real_t radius = 0.0;
for (int i(0); i < node->get_child_count(); i++) {
// For each collision shape
CollisionShape *cs = Object::cast_to<CollisionShape>(node->get_child(i));
if (cs) {
// Take the distance between the Body center to the shape center
real_t r = cs->get_transform().origin.length();
if (cs->get_shape().is_valid()) {
// and add the enclosing shape radius
r += cs->get_shape()->get_enclosing_radius();
}
Vector3 s = cs->get_global_transform().basis.get_scale();
r *= MAX(s.x, MAX(s.y, s.z));
// Takes the biggest radius
radius = MAX(radius, r);
}
}
Spatial *spa = Object::cast_to<Spatial>(node);
if (spa) {
Vector3 s = spa->get_global_transform().basis.get_scale();
radius *= MAX(s.x, MAX(s.y, s.z));
}
if (radius == 0.0)
radius = 1.0; // Never a 0 radius
// Initialize the Agent as an object
NavigationServer::get_singleton()->agent_set_neighbor_dist(agent, 0.0);
NavigationServer::get_singleton()->agent_set_max_neighbors(agent, 0);
NavigationServer::get_singleton()->agent_set_time_horizon(agent, 0.0);
NavigationServer::get_singleton()->agent_set_radius(agent, radius);
NavigationServer::get_singleton()->agent_set_max_speed(agent, 0.0);
}